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[Rubicon] New certifcates review

First post
Author
Tanaka Aiko
Ministry of War
Amarr Empire
#121 - 2013-10-12 11:32:18 UTC
CCP Ytterbium wrote:
Update:

[list]
  • All rigs skills have been removed from Certificates / Masteries as they were more cluttering them than anything else.

  • You should add some depending of the ship, but without much asked.
    Like missiles + shields for drakes/tengu, or drones for myrmidon for example, so that noobs know that rigs exist, and which one are useful here, which is the point of masteries. But put them at mastery 3, and only ask lv1-2 at that moment. And put them at mastery 4 for frigates.

    good changes outside that, I was pretty surprised when testing yesterday, and having lots of things missing that I didn't saw the point, like warfare links on tech1 BC.
    CCP Ytterbium
    C C P
    C C P Alliance
    #122 - 2013-10-12 13:49:48 UTC
    Mioelnir wrote:


    Aww crap, typo, I meant the Orca, not the Noctis, will fix that, thanks P
    CCP Ytterbium
    C C P
    C C P Alliance
    #123 - 2013-10-12 13:51:45 UTC
    Minerus Maximus wrote:
    CCP Ytterbium wrote:
    Update:

    You did not say anything about ships without slots (like shuttle and freighter).
    Whether they will have skills Afterburner, Fuel Conservation, Acceleration Control and High Speed Maneuvering in Navigation certs of Mastery levels?
    These skills are useless for these ships.


    Cry Forgot about those, good catch, will have a look into that on Monday.
    Alvatore DiMarco
    Capricious Endeavours Ltd
    #124 - 2013-10-12 14:10:42 UTC
    With regards to specific ship masteries, maybe it would be possible to require certain skills at a specific rank instead of only whole certificates? For example, a shuttle might benefit from the entire armor/shield reinforcement certificate but only one or two Navigation skills, so instead of listing the whole Navigation certificate only the relevant skill or two appears.

    Maybe that kind of idea could get messy very quickly though.
    Shinzhi Xadi
    Doomheim
    #125 - 2013-10-12 14:10:44 UTC
    I still think for the ship mastery 5, racial ships should only require their own race of drone specialization to 5.

    For pirate ships, require both drone specializations for the races they require to fly. (amarr/caldari for the nightmare)

    Mac Pro dual 6-core Xeon 3.06ghz, 24gig ecc ram, EVGA GTX 680 Mac Edition, Intel SSD, OS X Yosemite and Windows 8.1 Pro.

    Deornoth Drake
    Vandeo
    #126 - 2013-10-12 14:57:34 UTC
    My feedback


    • Targeting ... only matching xxx Sensor Compensation Skill should be required for each ship
    • Navigation ... Micro Jump Drive Operation ... handled already in another post
    • Navigation ... move Jump Drive Operations into an own group, then you can apply that group to the corresponding capital ships and the black ops
    • Resource Harvesting ... Ice Harvesting only required for mining barges / exhumers, so not required for Mining Frigates
    • Resource Harvesting ... Gas Cloud Harvesting should only be required for Mining Frigates, so not required for Mining Barges / Exhumers
    • Drones ... difficult with their specializations but I would only require the matching racial Drone specialization skill. This would go along with the turrets, i.e. you only require the matching racial favorite (e.g. hybrid guns) not the remaining two or even missiles


    Basically, consider each ship on it's own when defining the skills/levels required for each mastery.
    You want to help the people become proficient with that single ship.

    If you don't want to put that much effort into the mastery, any time applied is too much, since it won't help.

    In other words, it's good to have excellent shield skills when flying an armor ship (e.g. amarr) but the mastery levels for of the group shield should require lowers skill levels then the according mastery levels of a shield ship (e.g. caldari). Then people of armor ships would notice that the mastery of the ship requires higher skill levels in the armor group then in the shield group.
    This would help.

    To sum up:
    The mastery of the ship should really match that single ship!
    Some mastery levels may be generalized for groups of ships, as you suggested for navigation (non-BS, BS) or racial (e.g. Amarr require higher levels of armor skills, caldari require higher levels of shield skills) but in the end the mastery should match that single ship
    Michael Harari
    Genos Occidere
    HYDRA RELOADED
    #127 - 2013-10-12 17:35:35 UTC
    Shinzhi Xadi wrote:
    I still think for the ship mastery 5, racial ships should only require their own race of drone specialization to 5.

    For pirate ships, require both drone specializations for the races they require to fly. (amarr/caldari for the nightmare)


    Why? An ishtar with the ability to use t2 berserkers and t2 ogres is clearly more trained than someone who can only use t2 ogres
    Octoven
    Stellar Production
    #128 - 2013-10-12 23:05:42 UTC
    I am sure this is probably been addressed already but would it be possible to use the approximate time it takes to earn a certificate? For example let say I am looking at the Widow Mastery lvl 5. You have certificate categories which can be expanded to skills needed. Perhaps inside the certificate category heading justified to the right side next to the status icon a total estimated time needed to learn that certificate?

    I think that would help put into perspective the time needed and make it a bit easier rather than going through each individual skill to check. The estimated time to earn a cert is one of the nice parts of the planner I liked. With mastery tabs the planner isn't needed, but it would be nice to have that function back.
    Naket Kalidor
    The Flying Wombats
    #129 - 2013-10-13 07:35:30 UTC
    Mastery levels with all certificate on the same level is pointless.

    Looking at the mastery level of the Cheetah. There with mastery level IV the covert ops cloaking device is required. Cheetah like all covert ops ships are only useful with a covert ops cloaking device. Mastery level 1 should already require the certificate cloaking on IV.




    Deornoth Drake
    Vandeo
    #130 - 2013-10-13 10:58:07 UTC
    Consider the exhumers (max. locked targets 4)

    Mastery ... Targeting ... (Advanced) Target Management
    Level V mastery requires Advanced Target Management V
    really, do you have to be able to handle that many targets with a ship
    that can handle only 4 (before adding modules)

    Just another example that it's better to determine what is useful for each ship on it's own
    instead of applying generalized mastery things.
    Deornoth Drake
    Vandeo
    #131 - 2013-10-13 11:00:40 UTC  |  Edited by: Deornoth Drake
    Mastery ... Capital Remote Shield Booster
    What are Logistics and Tactical Logistics Reconfiguration doing in there?
    They are required for carriers but not for Rorquals
    Sabriz Adoudel
    Move along there is nothing here
    #132 - 2013-10-13 22:03:00 UTC  |  Edited by: Sabriz Adoudel
    Thoughts on drone skills and mastery:


    For 'perfect skills' (level 5 mastery)
    - Drone bonused hulls capable of fielding 3 heavy or sentry drones should require all four racial specialisations and sentry drone interfacing to 5, and the heavy drones skill at 5 (can't remember the name for the life of me)
    - Drone bonused hulls unable to field 3 heavies (<75 m^3 bandwidth) should require all four racial specialisations, but no sentry/heavy drone skills.
    - Unbonused hulls with a drone bay of >= 75m^3 should require any one racial specialisation to L5, plus heavy and sentry skills to 5
    - Unbonused hulls with a drone bay of < 75m^3 should require any one racial to 5, but no heavy or sentry skills
    - Hulls with no drone bay should require no drone skills.

    For level 4:
    - Racial Specialisations should just be level 3.

    I support the New Order and CODE. alliance. www.minerbumping.com

    Xindi Kraid
    Itsukame-Zainou Hyperspatial Inquiries Ltd.
    Arataka Research Consortium
    #133 - 2013-10-13 23:26:00 UTC
    CCP Ytterbium wrote:
    Turelus wrote:
    Elite reqiuirements for some ships are somewhat silly.

    Shuttles needing Navigation V to master, meaning MWD, MJD & AB Skills V while none of these can be fitted.

    Ibis requires level V ECM skills to master as well as the navigation.

    There are many more like this.
    The issue I see here is you're looking to use this system to guide newbies on how to be best in these ships, yet some of the requirements for them are beyond what they can (or should) do or sometimes modules they can't even fit.

    Edit*
    I apparently am only rank II in the Blackbird, this is with everything for ECM V, Caldari Cruiser V. The Target Breaker Amplification should not be a part of ECM as it misleads people on the use of ECM skills.


    Elite requirements are supposed to be extremely high-standards - as mentioned before, elite means you've mastered all possible skills affecting the hull you're looking at, no matter the relevance. Certificates help newbies through the lower levels - Elite is meant for veteran unlock and bragging.

    There's a differece between high standards of being absolutely the best in a ship and having a bunch of useless crap that doesn't affect the ship. Again stuff like modules restricted to a single class of ships and off racial sensor comp skills should not be on a cert that applies across those categories. This is why I suggested sub certs, so the masteries for the ships can be more specifically tailored the the reality of the ship. Sensor comp elite is great, but a ship should only need amarr sensor comp to be listed as a master in an amarr ship.


    If you intend on this beaning informative, it actually needs to match reality. The reason the current system is no good is due to the same mismatch of what the cert says you need and what you actually need. As for bragging rights, I could have swore you said certs aren't public any more, so that makes bragging more difficult.



    Shinzhi Xadi wrote:
    One requirement I don't like is all 4 drone specializations to 5 for master 5

    As an AMARR player, (closet RPer), i will NOT use drones from other races, so why should any amarr player be forced to train other races drones?? Thats like requiring caldari pilots to train autocannons... its just silly.
    It's not silly at all, Amarr ships can use anyones drones, so not using them means you aren't getting the most you possibly can out of the ship. Your analogy isn't an apt one; Caldari ships don't generally do well with projectile weapons and don't get any bonuses to them. Asking you to have to use other race's drones is actually more like how Caldari pilots also have to be able to use blasters despite those technically being Gallente weapons.
    pyronatic
    Federal Navy Academy
    Gallente Federation
    #134 - 2013-10-14 01:43:12 UTC
    Just my opinion the combat battle-cruisers are broken since you need leadership skills just for level one. the leadership skills shouldn't come into play for certificates till level 4 or 5. again just my opinion.
    Patrice Macmahon
    Aliastra
    Gallente Federation
    #135 - 2013-10-14 02:34:50 UTC
    A note on Rigs:

    I'm digging through the worksheet and noticing a 'bleh' trend in the weapon certificates.

    If you don't understand fitting principles and rig calculations, putting jury rigs to V seems like a good idea for a weapon support skill system.

    BUT - in reality you achieve rig unlocks for the t2 variants at level IV for the majority of those rigs. Most of those rigs have to do with fitting issues, shaving only 1-15 cpu or pg for going from IV to V. If you have elite fitting skills, that IV to V makes absolutely no difference in what you can fit for 99.99% of all the fits out there. As far as fitting theory goes, it is a practical waste of time to put any of the weapon riggings from IV to V.

    So move that over to the "Rigging" or "Riggers" certificate and leave the weapon certificates at IV (Which gives you the t2 rig unlock).


    Those areas whos rigs affect speed / total HP of a ship SHOULD get the level V treatment: Armor Rigs, Shield Rigs, Astronautics Rigs, Electronic superiority rigs.


    I'll keep digging into it and see if I can find anything else I disagree with. ^.^

     "Much of this is crystallised in our philosophy, or as others call it "the Intaki Faith". We simply call it Ida - the literal translation is "to consider", and is a good description of the Intaki." 

    Alexander the Great
    Imperial Academy
    Amarr Empire
    #136 - 2013-10-14 08:56:12 UTC
    CCP Ytterbium wrote:
  • Advanced Target Management has been removed from the "Target Management" Certificate
  • But you can fit Auto Targeting System II and lock 3 more targets.

    Another thing you missed is Target Breaker skill which is currently required for Falcon although only BS can fit the module.
    Sarah Stallman
    Pen2 Logistics
    #137 - 2013-10-14 20:02:14 UTC
    Patrice Macmahon wrote:
    A note on Rigs:

    I'm digging through the worksheet and noticing a 'bleh' trend in the weapon certificates.

    If you don't understand fitting principles and rig calculations, putting jury rigs to V seems like a good idea for a weapon support skill system.

    BUT - in reality you achieve rig unlocks for the t2 variants at level IV for the majority of those rigs. Most of those rigs have to do with fitting issues, shaving only 1-15 cpu or pg for going from IV to V. If you have elite fitting skills, that IV to V makes absolutely no difference in what you can fit for 99.99% of all the fits out there. As far as fitting theory goes, it is a practical waste of time to put any of the weapon riggings from IV to V.

    So move that over to the "Rigging" or "Riggers" certificate and leave the weapon certificates at IV (Which gives you the t2 rig unlock).


    Those areas whos rigs affect speed / total HP of a ship SHOULD get the level V treatment: Armor Rigs, Shield Rigs, Astronautics Rigs, Electronic superiority rigs.


    I'll keep digging into it and see if I can find anything else I disagree with. ^.^


    To my knowledge, Jury Rigging V does exactly jack and ****, it is literally useless and the specific rigging skills all unlock T2 at level 4. The difference between 4 and 5 on those is 40% or 50% reduction to the drawbacks, which are all 10% base anyway. So literally an overall 1% difference to the drawback. I don't think it matters what your skills are, that one percent will never be worth 10 days of training.
    GORNASHA
    Caldari Provisions
    Caldari State
    #138 - 2013-10-14 20:35:13 UTC
    i just watched the video for the upcoming new patch and when listening to the section on certificates i had a thought of a way to reward players who reach level 5 for a certifigate group.

    the devs talked about players wanting to become "awesome" by getting all the skills in the new certificate groups skilled so they can say they are certificate level 5 in say navigation or gunnery etc...

    to make this an added incentive what if there was a bonus applied to players for reaching level 5 in each certificate group...so say gunnery certificate and reaching level 5 u could get an extra +1% for all skills in the certificate group....in the same vain as the implants and having all the slave/crystal/snake etc implants and getting a bonus for having all in the set..
    (restrictions could be imposed so skills found in multiple certificates could not be exploited to gain multiple gains..ie only +1% for any skill no matter how many level 5 certificates the skill, is found in)

    the bonus could also vary and +1% was given as a basic example but other things like an extra skill level so essentially they would be level 6 in those skills could also be done..

    this would entice players to train all the skills to gain the level 5 certificate rather than what most players do and train a skill to level that allows them to use a module/item and not worry about the certicate that is attached to that skill..

    it also rewards players who have patiently been with the game a long time and have trained the skills up to level 5 and adds the factor that not all players are clones of each other with identical skills as not all will have the level 5 certificates.

    as it looks like now the system will be very nice but players get nothing for actuall achiving a level 5 certicate apart from bragging rights..a bonus would give motivation to skill those long skills up to level 5 to achive the certificate and get that certificate bonus on top on their skills..

    example....
    some1 with all gunnery skills up to level 5 would obviously qualify for the level 5 certificate and therefore get a +1% on all skills in the gunnery group....but some1 who only trains certain gunnery skills to level 5 and then moves onto other skills would not qualify for the cert or the bonus.
    this in turn means when these 2 toons meet and battle it out the advantage would slightly be with the person who has the cert bonus as it should be for some1 putting the time and effort into his skills and being a master of that group/certificate..

    this now means certificates actually are worth something in game instead of just a "woohoo" factor "I finally got he certificate" thing..


    this mechanic is already in game for the implant sets and I believe it would not be hard to include the certificate groups into the same mechanic in game..ie ca1 ca2 ca3 ca4 implants all get set bonus which affects all aspects of ship flying as does all the low and high grade implant sets.

    for consideration...
    Sarah Stallman
    Pen2 Logistics
    #139 - 2013-10-14 21:15:11 UTC
    That would just widen the gap between new players and bittervets, making the initial learning curve even rougher on them. It already takes a couple months before you can reliably one-on-one dogfight with another player of similar skill, this would make that even worse.

    I think the certs are really most useful as training guides, so having any in-game effect for them seems counterproductive. It's no longer a recommendation, it's now an archetype that everyone must follow to get the bonus.
    CCP Ytterbium
    C C P
    C C P Alliance
    #140 - 2013-10-15 13:15:49 UTC
    Another update:


    • Certificate descriptions have been updated
    • Removed the "armor resistance skill" from armor tanking (was only marginally useful)
    • Shuttle and Freighters shouldn't require navigation skills tied to MWD or ABs anymore
    • ECM certificate shouldn't require the Target Breaker skill anymore